varying vec2 v_vTexcoord; varying vec4 v_vColour; #define PI 3.14159265359 uniform vec2 dimension; uniform vec2 position; uniform int blend; uniform vec2 amount; uniform int amountUseSurf; uniform sampler2D amountSurf; uniform vec2 angle; uniform int angleUseSurf; uniform sampler2D angleSurf; uniform vec4 col1; uniform vec4 col2; float check(vec2 c, float amo, float ang) { float _x = c.x * cos(ang) - c.y * sin(ang); float _y = c.x * sin(ang) + c.y * cos(ang); float _a = 1. / amo; vec2 px = vec2(floor(_x / _a) + 0.5, floor(_y / _a) + 0.5) * _a; float dd = 1. - (max(abs(px.x - _x), abs(px.y - _y)) / _a + 0.5); float mm = mod(floor(_x / _a) + floor(_y / _a), 2.); return mm < .5? 0.5 + dd : 0.5 - dd; //return mod(floor(_x / _a) + floor(_y / _a), 2.); } void main() { #region params float amo = amount.x; if(amountUseSurf == 1) { vec4 _vMap = texture2D( amountSurf, v_vTexcoord ); amo = mix(amount.x, amount.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float ang = angle.x; if(angleUseSurf == 1) { vec4 _vMap = texture2D( angleSurf, v_vTexcoord ); ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } ang = radians(ang); #endregion vec2 a = dimension / dimension.y; vec2 c = (v_vTexcoord - position) * a; float ch = check(c, amo, ang); if(blend == 0) gl_FragColor = ch < 0.5? col1 : col2; else if(blend == 1) { gl_FragColor = mix(col1, col2, ch); } else if(blend == 2) { float px = 2. / max(dimension.x, dimension.y); ch = smoothstep(0.5 - px, 0.5 + px, ch); gl_FragColor = mix(col1, col2, ch); } }